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Technically it's just a script, and one that's no more complex than some of the others being allowed. I kind of need it, as there are instances in my level where smoke gens betray my level design rather than enhance it...whereas with the emitter the integrity of my atmosphere is less compromised.

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Mister_Prophet wrote:Technically it's just a script, and one that's no more complex than some of the others being allowed. I kind of need it, as there are instances in my level where smoke gens betray my level design rather than enhance it...whereas with the emitter the integrity of my atmosphere is less compromised.

Hmmm... ok, if it's just a script. I remain concerned about introducing arbitrary visual enhancements into the engine for this contest, though, which is supposed to focus on mappers' level design skills above all else.

I'm also concerned that accepting stuff like this may open the floodgates - each time I accept something like this, it weakens the rules.

Are you creating your own effects using the emitter as a code base, or are you using a package of ready-made effects? I'd just like to be clear what I've agreed to.

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Hellscrag wrote:Hmmm... ok, if it's just a script. I remain concerned about introducing arbitrary visual enhancements into the engine for this contest, though, which is supposed to focus on mappers' level design skills above all else.

I'm also concerned that accepting stuff like this may open the floodgates - each time I accept something like this, it weakens the rules.

It's a script, yes.

I don't think it will be too much of an issue. As it stands, as an emitter it comes with its own drawbacks. You get better generations out of it, yes...but unlike the stock ones you have to use less in a given area, and I have to use it sparingly anyway. As with the music player, I don't think there is a fear of it being widely used by other people given the time left to toy around with it. I'm only resorting to it because I can't get the effect I want with Unreal's stock gens, and relying on them is distracting to the style I'm going for (I'm kind of taking a minimalist approach to my level). It will make sense when you see it, since I'm actually relying on the emitter to tone down the jarring effect I get with the stock gens.

Hellscrag wrote:Are you creating your own effects using the emitter as a code base, or are you using a package of ready-made effects? I'd just like to be clear what I've agreed to.

There will be a custom effect, yes, that uses the emitter code as a base. I'll tell you exactly what it is...it will be used for exhaust gases. I'm not using it for anything else besides that.

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I remain slightly concerned as, aside from the compatibility issue associated with C++ mods (which doesn't apply here), the use of complex visual enhancement mods such as this that not everyone has had the opportunity to get to know was one of the things that the engine mods rule was designed to combat. Hopefully the requests for further engine mods won't escalate too much from here on in.

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Here are the 5 custom sounds I intend to use for the SK-6 rocket artillery cannon. 4 explosions from Company of Heroes and one launch (Earthshaker missile from Descent 2). They are already converted and ready to import into UT. If anyone wants the originals (the CoH ones are stereo), let me know.

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Thanks Waffnuffly. I too have used a custom sound effect that I have been keeping quiet about, as it's only used once in the map and I would have liked its use in my map to be a surprise. But you're making me think now that I should probably share it, with a (very minor) spoiler warning, as the surprise isn't really that important.

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Don't worry about that. I have one other sound effect that would be a little bit spoilery for me to reveal too, and I highly doubt anyone else would get any use out of it. I also haven't decided how long it needs to be yet, so cutting it together won't take place until it's likely too late for anyone to even check it out and see if they could shoe-horn it into their own map.